Little Pandium In the Sun

Free Thought Game Design

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I sleep. I eat. And I do stuff from time to time. Check out my website at

www.clumsyfingers.net

Tuesday, June 13, 2006

Better than television

For those who didn't want to muck through my last diatribe, it basically boils down to describing a game with no origins that is free to everyone. So today I will describe a game that has very specific origins and is still free to everyone. This is an MMORPG because everybody loves those (especially investors). In this MMORPG you start off with a Colegate Toothbrush, Puma Loafers, an Express black-tee, and some Levis Jeans. Some of the more astute readers may already know where this is going. For the rest of you, every inch of this game is sponsered by a corporation. Companies pay a little advertising fee every month and in exchange they get a proportional amount of the game world dedicated to them. Some companies may choose to have nothing more than a few items with their brand names and maybe a restaurant named after them. Others will have creatures of great power and even entire zones dedicated to their enterprise. Can't you just see the little kids of the world fending off their mother's sofa with a can of Speghettios? Or powering up with a McDonald's cheeseburger before having imaginary conversations with the action figures at the local Wal-mart? The more a corporation invests, the more influence they have over the game world. This can be in the form of quests, monsters, zones, powerful items, or NPCs. The general population won't have to pay a cent to play the game because the technology will already be in place and the game can be distributed over the internet.

Now, I'm certain this has already been thought of before. I know there is a virtual mall out there where players can wander around and shop and do things in a sims fashion. And then there is Second Life in which CocaCola has their own party island. The place where this branches off from the virtual mall and Second Life is that this is fun and appealing to a different sort of crowd. Think World of Warcraft, only instead of fighting sea monsters with swords you fight Seagate Harddrives with tampons. Seriously, what marketter doesn't secretly want to be a game designer?

Friday, June 09, 2006

Consume This

Today I learned that for half a year I have been forced to manually start my wireless network each time I log onto Unix because of a one key typo in my /etc/network/interfaces file. Strangely, I am not angry or frustrated at this. This is possibly the most absurd thing that has happened to me in the past four weeks. Aside from being exhilerated by the possibility of not having to type out three lines on the console or open my "startup_shit" desktop file (which I can now erase), I am also relieved that I can still make very minor screwups that go unnoticed for months upon months before being discovered by one day of curiousity.

The other strange thing I've noticed today is a parking ticket I'd forgotten about. I am incredibly good at racking up parking tickets (I got a $100 from my own school just for being parked for 10 minutes) and forgetting about them. This one comes from the city of Columbia. The fee ($7.00+$5.00 late charge=$12.00, much more reasonable than $100) does not surprise me. What surprises me is that the reminder was mailed from Columbia's "Customer Service" department. Now, maybe it's just me, but I find it odd that a city has a Customer Service department. What this means to me is that my city does, indeed, view me as a "Customer" and not a citizen or a vistor. I am a consumer and Columbia's product? Parking spaces. I won't go into a long speel about the change in paradigm of a locale being a place to live versus now being a corporate venture, but I just want Columbia, and whoever is reading, to know this: Columbia sucks. And really, I feel betrayed that this city, which I have been living in for a week, values me not as a citizen or a patron or a visitor, but as simply a customer - nothing more than something to leech money out of.

Now, of course, we all know why the consumer/producer mentality has value. Because people need to eat and for people to eat people need jobs and for people to have jobs people need to eat. So it's a nice cyclic relationship that pretty much boils down to "make it where you can, don't bother with where you can't." And this mentality applies to games, because games are a product and that's understandable. In fact, I was playing an excellent product earlier today called EverQuest 2, and it got me thinking, "What is the difference between the real world and EverQuest 2?" (aside, of course, from the glaring differences in how the worlds are interacted with). More specifically, if I could create a virtual world as perfect and interfacable as the one I live in, would there be a difference? And the answer goes back to the oldest question, "Where did reality begin?" See, EverQuest 2 is a collection of resources. I know who created the world of EverQuest 2 and I know that someone out there knows the entirety of its contents. Reality, on the other hand, simply is. It is not a collection of resources, resources are not an inherent part of reality. And I don't know who created reality and I don't know that anyone knows its entirety. More or less the conundrum boils down to the fact that while one is run off an engine created by man, the other simply runs.

Now, forgetting any of the Matrix, this is an interesting realization, and I think to myself, "Can I not, too, create a world with mysterious origins?" Some time back I wrote about a game in which the player finds him or herself as a shape in a world with no foreknowledge of what they can expect. I take this to a different level now and say that this game, if it is ever invented, should also have no apparent source here in the real world. I know with today's consumer culture that people to create such a world are far from rare and closer to impossible to find, but still, it is a nice thought. This world would simply appear in people's emails and across the web. It would take careful efforts to hide its origin. It would be free to the masses, no payment plan, no website. There would be no names attached to the project, no customer support line, no apparent server, nadda, zilch. The world would be a total mystery. You might wake up one day and find an email message directing you to a website that simply says "Enter a world without origins" and a link to a client. How exciting would a mystery like this be? Here, in present day, when all is about making the dollars and cents and everyone wants credit and everything has to be patented and taxed? No website. No authors. No reason for being. Nuts, right?

Some might wonder "Why on earth would anyone want to do this you psycho artsy freak?" Well, with no website, no authors, and no reason for being a world also holds no responsibility. The game can be as ruthless and unfair as reality. Can't connect to a server to get your daily fix? Too bad. You've just become a lowly Square when you were once a prominent Triangle? Tough luck. Who are you going to bitch to? And some might say "Nobody would ever play that game." And to that I say that people will play because everyone will want to figure out what it's all about. People will be driven by their natural curiousity to grasp that which they can't understand and they will return again and again to a relentless world and they will study it and people will claim they know the truth and that they have solved the mystery but no one will ever figure it out. Games are bound by many things. Rules. Percieved fairness. Player ability and comprehension. And, most importantly, marketting potential. To make a game like this would not only be sacriledge or mere jest. It would be a total rejuvination of the pioneering spirit. It would be the most original thing anyone has done to date.

Sunday, June 04, 2006

Renewal

I've never played Earthbound and, after an hour of playtime this morning, I feel my youth's gaming experience was cheapened by this. It is a fantastic game, worthy of it's 2nd best little known RPG title by Game Informer's June issue. There was a post I made a while back about a satirical RPG and, though I knew it had already been done, I didn't know till now just where such an RPG exists. Now I know.

I've decided to rejuvinate this blog and get juices flowing. So anyone who happens to stumble upon this little known page should look out for an update sooner than later.